Icewind Dale Tweak Pack
This is a collection of tweaks that have been assembled for Icewind Dale. They were almost all made for BG2 by Idobek and CamDawg, and cannibalized by Andyr to work for Icewind Dale. It is a compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install.
The tweaks work with or without the expansions Heart of Winter and Trials of the Luremaster. Every component in this mod makes interactive changes and therefore should be compatible with other mods. If you want the tweaks that affect all items in the game to also alter items added by mods, such as the Unlimited Stacks, you'll need to install the Tweak Pack after the other mods. As much as possible, the various tweaks have been written to adjust content added by other mods.
The Icewind Dale Tweak Pack has many components, which can be installed completely independently of one another. For convenience, they are grouped into four broad categories. At installation time, players can select or ignore entire categories to streamline the installation process.
This batch of tweaks generally change the look and feel of the game, without making general rule changes or altering the underlying mechanics of the engine.
Remove Helmet Animations
Many don't like how any of the helmets look on the character avatars. Now they can't be seen at all. This component will affect all helmets in the game, including helmets introduced by mods.
Weapon Animation Tweaks
By default, spears in IWD use 33% overhead swings, 33% backhand swings and only 34% thrusting attacks. Wouldn't it make more sense to use the pointy end?
This component adjusts the attack animation balances of various weapons classes: spears, staves, short swords, and one-handed blunt instruments such as clubs and maces. Spears and short swords now primarily use thrusting attacks and staves are more consistent as a class and use more swinging attacks. A handful of clubs and maces were using thrust attacks; they now only use swinging attacks like all other one-handed blunt weapons. This component also changes morningstars to use a mace animation when attacking, instead of the flail-like ball-and-chain animation. Morningstars are depicted in inventory icons and description pictures as being closer to spiked maces. This component will affect all items in the game, including items introduced by mods.
Restore IWD Loading Screens (icelus)
Requires Heart of Winter
This component will restore the original Icewind Dale graphic to the load screens with Heart of Winter installed. On the right is the load screen with Heart of Winter installed; on the left is the original Icewind Dale.
Disable Portrait Icons Added by Equipped Items
This component will prevent items from displaying the small icons (fire resistance, protection from charm) that appear on the character portrait while equipped. This will not affect the actual effects of the items, only the display of the icon. It will also not affect icons added by spells or other means.
Requires Heart of Winter
This component uses a combination of BG, IWD, and BG2 icons to better differentiate armor when it is on the ground; screenshots for comparison are available in the Tweaks gallery. In games with Heart of Winter installed, it also gives unique icons to about 200 items--for example, the dozen or so items that all used the icon for the Ring of Protection +1 now use unique icons. The 'new' icons have been scavenged mainly from BG2, though a few have also been borrowed from IWD2.
Force All Dialogue to Pause
This component will change all dialogue to pausing. No longer will bandits attack in the middle of a conversation. This component will affect all dialogues in the game, including ones introduced by mods.
These components make alterations to content in order to provide a better player experience.
Add Bags of Holding
Requires Heart of Winter
Heart of Winter added support for bags of holding, and scattered a few scroll cases and gem bags about the game. Trials of the Luremaster added bags of holding, but only to its new areas. This component adds ammo belts throughout the game as well as adding some bags of holding to the original Icewind Dale and Heart of Winter areas. This component also alters normal bags of holding (both the TotL ones as well as the new ones) to hold any type of items. By default, you could not place armor, miscellaneous items, and some shields into them. Ammo belts are added to Conlan, Lehland, Emmeric, and Hobart (TotL) and Bags of Holding are added to Orrick the Grey, Bandoth, and Kiernan Nye (TotL).
Stores Sell Larger Stacks of Items
This component will alter all stores in the game to use higher stacks of arrows, bolts, bullets, darts, throwing axes and throwing daggers. This component will affect all stores in the game, including ones introduced by mods.
Gems and Potions Require Identification
This component assigns a lore value to gems and potions, meaning that they now require identification. Lore value is calculated by an algorithm based on the value of the item, but smaller gems and lesser potions should still be fairly easy to identify by the party. If the Identify All Items component is installed, this component will be automatically skipped.
These components make alterations to rules, game mechanics, and other aspects of the underlying game.
Two-Handed Bastard Swords
It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will affect items introduced by mods.
Note: Instances may occur when a bastard sword appears to have a selling price of 1 gp. Resting will fix this.
From the description of a basic club in Icewind Dale: 'Anyone can find a good stout piece of wood and swing it'--so why can't mages use clubs? This tweak allows mages to wield clubs as well as gain a proficiency point in clubs. This component will affect all items in the game, including items introduced by mods.
This component will also update item descriptions for English, German, Italian and Spanish language games.
Description Updates for Universal Clubs Component
Universal Clubs now adjusts descriptions, negating the need for this component.
Allow Stealth and Thieving Abilities in Heavy Armor per P&P
In Icewind Dale, thieves and rangers are prevented from using stealth and thieving skills while in heavy armor. This component implements the P&P method of allowing these abilities in heavier armor, but at a penalty to the character. There is always a small chance of success or failure regardless of the adjustments below. Any armor above leather will impose penalties on these skills. This component will affect some mod items; if you find armor not affected by these tweaks or if the penalties are not listed correctly, please report it at the discussion forums. From the Complete Book of Thieves, by armor type:
|Armor||Pick Pockets||Open Locks||Find/Disarm Traps||Stealth|
|No Armor or Robes||+5%||--||--||+5%|
|Studded Leather or Padded||-30%||-10%||-10%||-20%|
|Ring or Chain Mail||-40%||-15%||-15%||-30%|
|Brigandine or Splint Mail||-40%||-15%||-25%||-30%|
|Scale or Banded Mail||-50%||-20%||-20%||-50%|
|Full or Field Plate Armor||-95%||-80%||-80%||-95%|
This component will also update item descriptions for all languages except German and Korean.
Allow Arcane Spellcasting in Armor
This component will allow mages with access to armor the ability to wear it and cast arcane magic, though at a miscast penalty. It will not allow mages to wear armor they normally can not, but it will broaden the selection for multi- and dual-class mages. The penalty will not affect divine magic. This component will affect some mod items; if you find armor not affected by these tweaks or if the penalties are not listed correctly, please report it at the discussion forums. The full tables of penalties are below (penalties from armor and shields are cumulative):
|Buckler, Small Shield||5%|
|Leather, Padded Armor||10%|
|Medium Shield, Studded Leather||15%|
|Full Plate Armor||35%|
|Plate Mail, Splint Mail||40%|
This component will also update item descriptions for all languages except German and Korean.
Wear Multiple Protection Items
This component allows players to wear more than one "X of Protection" item at a time. Players have their choice of two different implementations (from Ease of Use and BG2 Tweaks respectively):
- No restrictions. Players can wear as many items togather as they wish.
- P&P Style: In Pen and Paper AD&D, characters are allowed to wear magical armor with Rings/Cloaks/Amulets of Protection, but only the armor class bonus from one item would apply. This component gives every ring/cloak/amulet of protection the ability to be worn with or without its Armor Class bonus. With the AC bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their AC bonus, they can be worn together. This allows players to gain the benefits of the saving throw bonuses from the items of protection. To toggle between the versions that offer armor class bonuses and those without, use the item's special ability--the new item will be created in your inventory. As of v14 The Mantle of the Coming Storm and the Mirror of Black Ice Amulet are no longer covered by this tweak--removing their AC bonus would leave them completely without charges and substantially reduce their selling price.
Multi-Class Grand Mastery (Weimer)
This is for players who believe that AD&D's dual-class and multi-class system is inherently broken and that there is no conceptual reason for multi-class characters to be denied grand mastery. Multi-class fighters can now put more than two pips in things.
Baldur's Gate II Grand Mastery (Schumacher, Weimer)
Baldur's Gate II nerfed the benefits of grand mastery (as compared to Baldur's Gate or Icewind Dale, which used P&P tables) for balance reasons. This component will use the tables from BG2 instead of IWD if installed.
Change Magically Created Weapons to Zero Weight
Nearly all magically created items in IWD have zero weight, though there are a few exceptions. This component will change Melf's Minute Meteors, weapons created by Enchanted Weapon, Shillegagh, and a few others to have zero weight.
Un-Nerfed THAC0 Table
A splinter from Ease-of-Use's Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, this allows the player's THAC0 to progress until it reaches zero.
Alter Mage Spell Progression Table
This component offers two variants for mage spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component.
Alter Bard Spell Progression Table
This component offers two variants for bard spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component.
Alter Cleric Spell Progression Table
This component offers two variants for cleric spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component.
Druids Use Cleric Level and Spell Progression
This component alters druids such that they use the same experience point table as clerics for their level progression.
Druids Use 3e Alignment
This component will allow druids to be any alignment as long as it lies on one axis of neutrality (NG, LN, TN, CN, NE), as in the 3e rules. By default in IWD, druids can only be True Neutral.
Loosen Item Restrictions for Multi- and Dual-class Clerics and Druids
Multi- and dual-class druids and clerics retain their restrictions on items, i.e. a mage-cleric still can not use daggers and a fighter-druid can not use plate armor. This component will open up more items for druid and cleric multi- and dual-classes by allowing them to use all items available to both classes.
Add Save Penalties for Spells Cast by High-Level Casters
By request, this component will adjust spells to have save penalties when cast by high-level casters. For every five levels over the minimum level required to learn a spell, a -1 to saves will be imposed.
For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.
The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.
Convenience Tweaks and/or Cheats
These components seek to remove annoying aspects of the game or to make it easier.
Higher HP on Level Up
This component provides the player with a choice of two options that will increase average HPs when characters level up.
- Maximum. This option will ensure that the dice roll will always be the highest available. This functionality is also available in the Config options in the game itself.
- NWN-style. This option will ensure that the range of possible HPs gained will always be in the higher half of the range, i.e. results will always be 4-6 on 1d6, 5-8 for 1d8, etc.
Maximum HP Creatures (the
This component, based on code from the bigg, will alter creatures to have their theoretical maximum hit points. Creatures will get either a hit point total based on maximum hit dice rolls appropriate to their level, or their current hit point total--whichever is higher. This will only affect creatures not in the party, so this is intended to make the game more difficult.
Identify All Items
Annoyed with having to identify items all the time? Now you don't have to. This component will affect all items in the game, including items introduced by mods.
Easy Spell Learning
Previously known as 100% Learn Spells
This component makes it easier for arcane spellcasters to scribe scrolls to their spellbook. The player has a choice between two implementations:
- 100% Learn Spells. Scribing scrolls is always successful.
- 100% Learn Spells and unlimited spells per level. In addition to the above, this implementation removes the limits on the maximum number of spells learned per level.
Bottomless Bags of Holding
Requires Heart of Winter
This component will alter every bag of holding to have unlimited capacity. This component will not affect what you can place in the bags, just the capacity. This component will affect all items in the game, including items introduced by mods.
Change Effect of Reputation on Store Prices
Previously Known As Low Reputation Store Discount (Sabre, Richardson, Weimer)
This component has been broadened into a general alteration of how reputation affects store prices. The original variant, Low Reputation Store Discount, is unchanged: reputation values of 8-13 result in no discounts; items are sold at their original prices. Every point lower or higher then 8 or 13, respectively, gives the party a 5% discount. This reaches a maximum of 35% -- meaning that the party will only pay 65% of the item's original price -- at reputation values of 1 and 20.
Three new variants, courtesy of Luiz, remove the effect of reputation on storekeepers outright. The resulting prices can be set to 60%, 80%, or 100% of their listed values in general, but note that storekeepers will retain their original markups and buy discounts.
Unlimited Ammo Stacks
This tweak will adjust the maximum number of ammo--bullets, arrows, bolts, darts, throwing axes and throwing daggers--in a stack to 9,999. This component will affect all items in the game, including items introduced by mods.
Unlimited Jewelry and Gem Stacks
This tweak will adjust the maximum number of gems and jewelry in a stack to 9,999. This component will not affect magical rings or amulets. Furs and pelts will also be affected by this component. This component will affect all items in the game, including items introduced by mods.
Unlimited Potion Stacks
This tweak will adjust the maximum number of potions in a stack to 9,999. This component will affect all items in the game, including items introduced by mods.
Unlimited Scroll Stacks
This tweak will adjust the maximum number of scrolls in a stack to 9,999. This component will affect all items in the game, including items introduced by mods.
Rest Anywhere (Japheth, Weimer)
This component allows you to rest in any area. Inns and outdoor campsites are no longer required.
Sellable Items (Icelus)
Previously known as Sellable Staffs, Clubs, and Slings
Originally, this component made previously unsellable staves, clubs, and slings sellable for a single gold piece.
Minimum Stats Cheat
This component will let you set a universal minimum stat for all classes and kits. Minimum stats are a drawback in P&P, but in IWD it just makes your stats move upward to always meet the minimum--essentially an unnatural boost to your dice rolls at character creation. This component will allow you to select a minimum stat value between 6 and 15. Note that at higher minimums, your flexibility in re-distrubuting the points can becomes more and more limited. Play around with the range to find a minimum that works for you.